Feb 19, 2022 5:25 am
Standard Qualities & Drawbacks
Adrenaline Junky
2-point Drawback
Much more dangerous than an individual who just has the Reckless Drawback. The character is constantly drawn to situations wherein the risk of death or injury is a distinct possibility. The problem is that a character with this drawback enjoys the rush of endorphins. A Difficult Willpower test is required for the character to sit in out and not do anything scary, thrilling or foolish. If more than one week goes by without this endorphin rush, the character begins to suffer the effects of the Emotional Problems (Depression) Drawback.
Ambidextrous
2-point Physical Quality
Ambidextrous characters can use either hand with equal proficiency, and suffer no off-hand penalty with a weapon. This gives them a natural advantage in combat situations.
Amnesia
2- or 6-point Mental Drawback
The character has lost part or all of his memory. As a two-point Drawback, he still remembers who he is, but a good portion, perhaps several years’ worth, of his memories are missing. What happened during the forgotten time period is up to the Chronicler, who may impose new Qualities and Drawbacks later as the character starts to discover the lost memories.
The six-point version is more serious. The individual does not remember anything about his past, including his name. Official records of his identity have been erased, destroyed, or are otherwise inaccessible. The old identity may exist somewhere and he runs the risk of being recognized at some time or place, but worst of all, the character has no idea what he can or cannot do. The Chronicler generates the character’s skills, background, and contacts — everything. This places the character in the unique and possibly dangerous position of having every action, reaction, encounter, and conversation become a learning process.
Animal Animosity/Empathy
2-point Social Quality or Drawback
The character’s presence has a strange affect on animals. As a Drawback, the character spooks all animals nearby. The animals are openly hostile and either run or attack if the Cast Member comes too close. Normally tame house pets hiss or bark, wild animals attack immediately, and herds generally stampede at the sight of him. This can be due to body language, scent, or other reasons.
At the opposite end of the spectrum, Animal Empathy means that animals never harm or attack the character, even if they have been specifically trained or bred to be hostile (providing he does not harm them). Both wild and domestic animals are calm and quiet in his presence.
This Quality/Drawback may provide a penalty or bonus to any Riding or Animal Handling Task at the Chronicler’s discretion.
Asthma
1- or 3-point Physical Drawback
Prerequisite: Humans only.
During periods of physical exertion or when subjected to high levels of allergens such as pollen, dust, and mold, the character will experience difficulty breathing. This temporarily lowers Endurance Points by half and reduces Speed to 1/4 normal. If treated by medication (albuterol, pseudephedrine, steroids, etc.), this Drawback is worth 1 point.
Cloistered
3- or 5-point Mental Quality
The character has lived a sheltered life, concentrating on a few favored subjects to the exclusion of more useful things. Protected from the harsh realities of life, this individual trades everyday common knowledge for specialization. Examples of people with this Quality include clergymen who’ve spent their entire lives living in an isolated monastery, absent-minded college professors who know everything there is to know about their academic field but can’t operate basic electronics, or nerds who can build a computer from scratch but can’t carry on a simple conversation.
At the time of character creation, the player may choose a number of skills equal to either his Intelligence or Perception (whichever is higher). He may lower each of these skills by an amount up to the cost of this Quality. The character may go into negative values in this way. Use these new points to purchase levels in any other skills (typically academic or technical skills). Normal skill-purchasing rules apply to these points, as dictated in the Armageddon corebook. Note that these negative levels count as "unskilled" and combine with normal unskilled attempt penalties.
Dependent
2- or 3-point Social Drawback
The agent has a relative or someone who is close to him, creating a target for an enemy to exploit and a vulnerability the character will need to protect. A wife, child, elderly parent, or inquisitive journalist sister are good examples of a dependent. Increasing the number of dependents raises the value of the Drawback to three, no matter how many there are.
Disconcerting Countenance
1-Point Social Quality
Whether it's the cold, calculating stare of a killer or the stance of the hero as he looks at someone from under his hat, this character seems to inspire fear with just his very countenance. Sometimes this countenance can rattle opponents, causing them to miss at crucial moments or even run away from the character. The character makes a Difficult Willpower Test and determines the success levels of the roll. Each Success Level is a -1 to an immediate Fear Test that the object of this character's ire must make. Failure means the target reacts in whatever way the Fear chart or the Chronicler feels appropriate. Those with Nerves of Steel are not affected by this Quality.
Double-Jointed
2-Point Physical Quality
This does not mean that the character has more than the usual number of joints, but that he can actually rotate or pop joints out of place. This ability can assist the character in wriggling free of bonds or other restraints. The character has a +3 bonus to any attempt to get loose from restraints or to squeeze through narrow areas.
Emotionless
2- or 3-point Mental Drawback
Those with this drawback go far beyond the inability to laugh at life. They utterly lack the ability to express any emotion whatsoever. At the lower level, such characters are not incapable of feeling emotion, but they cannot open up enough to express it (though acting on impulse or "from the heart" is not verboten to such Cast Members; they will just attempt to rationalize such acts afterward). Such characters suffer a -1 penalty to social situations. In more acute cases, however, feeling may be impossible as well. Emotionless characters at the three-point level view the world in a cold, analytical, and completely logical fashion, which can lead to harsh, dangerous, and sometimes brutal decisions. These characters suffer a –2 to social situations in which emotions or an understanding of human nature are important. If you have either level of this Drawback, you cannot also take Humorless.
Good Judge of Character
2-point Social Quality
Your character can read people like an open book. +2 on all rolls involving determining what another person wants, needs, expects, feels, thinks, whether they are trustworthy, etc.
Green Thumb
1-point Physical Quality
The character is exceptionally adept at tending plants and plant life. In any instance where the character must make a Task roll to the influence the growth or health or plants or crops, the player may make the Task roll twice, and choose which result to apply.
Influence
3 points/level Social Quality
Prerequisite: 2 or more levels of Wealth and Status, in any combination desired.
The character has powerful connections, and can make things happen. Maybe it’s money, maybe it’s fame, or maybe his family is wealthy and powerful, but however he does it, the normal rules do not apply to him. The character can make or break careers and get away with murder (at the higher levels, literally). Powerful people return his calls; he may be able to get through to heads of state, and they will listen, although they may not agree with him.
Either high Wealth or Status, or a combination of the two, is necessary to garner significant levels of Influence. An Influence level can never exceed one half of a character’s combined Wealth and Status. So, to get Influence 5, a minimum of 10 Status levels, or 6 Wealth and 4 Status levels, or any similar combination is needed.
The "Home Ground" Advantage: People with Influence tend to have more weight in their "local" turf: their home state, or the city they dwell in. In those areas, their Influence is considered to be one level higher than purchased.
◆ Level One: Most of the influence is localized: a city, town or county. Everywhere, though, the character can throw his weight around and get results. He knows wealthy and powerful people; if he calls them, they won’t hang up, and will hear him out, albeit briefly. Examples: medium-sized city mayor, major functionary of a state or province, or a movie star.
â—† Level Two: The character can fix most legal troubles -- up to minor felonies -- with a few phone calls and by greasing a few palms (this assumes nothing too overt, however). He can call for a press conference, and will get it. When he calls other important people, they listen; only those with 4 levels of Influence or higher feel free to ignore his calls. The character can make or break careers in his area of influence. Examples: governor of a small state, mayor of a large city, A-list movie star or moviemaker, CEO of a large corporation.
◆ Level Three: At this level, the power broker stands in the center of a network of favors and obligations like a royal spider. He can literally get away with murder, if he isn’t too overt about doing it. Lesser crimes are routinely glossed over, although, as always, the character has to be careful not to get publicly caught, at least in most democratic countries. His influence extends over other powerful people, who exert their own Influence in his behalf, provided he remembers the favor and reciprocates at a later date. Examples: mayor of one of the top five U.S. cities, governor of a large state, member of Congress or Parliament, Fortune 500 CEO, the president or prime minister of a small country.
â—† Level Four: This worthy can make or break anyone; if his connections are right, he could have people killed, and get away with it with a minimum of circumspection. Almost nobody refuses to hear a call from him, and the only people who can touch him are other powerful people (Influence 3+). The character is not quite above the law, but fairly close. Examples: President of a First World nation, multibillionaire.
â—† Level Five: At this level, the master manipulator can exert influence on every level. Most people with this level of influence are not in the public eye, or, if they are, are not clearly identified as having it. The higher-ups of certain factions would have this level of power. Murder is trivially easy for people at this level; a convenient patsy can always be found, and no investigation even comes close to the real culprit.
Internal Compass
1-Point Mental Quality
The character always knows which way is north. Even while underground or in some massive complex the character can make a Simple Intelligence Test to determine which way is north, south, east, or west.
Light Sleeper
2-Point Physical Quality
The type of person who sleeps "with one eye open", this character can be awake at the slightest hint of trouble. He is instantly alert, able to perform actions as soon as he bolts upright. Light Sleeper negates any penalty for interrupted sleep. The Light Sleeper rolls Perception + Notice to recognize trouble in his surroundings. This roll is contested if the danger is stealthy or quiet.
Limited Dreamer
1-to 2-point Mental Drawback
This character does not have a fulfilling dream life. He must make a Simple Intelligence Test at –3 to even remember his dreams. Even if he does remember them, they are rather simple. Limited Dreamers never dream in color and their dream’s events closely resemble the dreamer’s real life. He is more likely to dream about taking a test or standing in line at the DMV than he is to dream about riding a red dragon over a green mountain valley. Limited Dreamers cannot become lucid during a dream, and never possess the Lucid Dreaming Skill.
If a Limited Dreamer walked through a Gateway into one of the Dream Realms, he would appear as an indistinct black and white version of himself. While in the Dream Realms, all his actions suffer a –3 penalty.
The two-point version of this Drawback is more severe. This Limited Dreamer never remembers his dreams and all his actions in the Dream Realms are at a –5 penalty. Characters with this level of Limited Dreamer often have the Humorless and Talentless Draw backs, as well.
This Drawback is available to characters without the Gift. In fact, it is most common among the Mundane population. Also note that the Limited Dreamer Draw back cancels out the True Dreamer Quality. A Cast Member may not have both.
Nose for Business
2-point Social Quality
The character has a keen business sense and is good at sniffing out opportunities for profit. +2 on all business and commerce-related Tasks, including Barter and Haggling.
Strong Stomach/Weak Stomach
2-point Physical Quality or Drawback
As a Quality, the character has a cast iron stomach and can tolerate spoiled or slightly poisonous food. This can be useful when he scavenges a can of beans slightly passed its "use by" date, or eats berries he’s not supposed to. Whenever the character eats food that is mildly toxic or slightly "off," he can make a Simple Constitution Test to resist the effects (instead of the Difficult Constitution Test other characters would be required to make). This Quality has no effect on actual poisons, such as cobra venom or strychnine.
As a Drawback, the character has a delicate digestive system and can’t tolerate jalapeno pepper, much less spoiled or mildly toxic food. Whenever this person eats food that might be tainted or is outside his normal diet (such as bugs), he suffers a -3 penalty on a Difficult Constitution Test. Failure means his stomach rejects the "nourishment," often violently. As above, this has no effect on poisons.
Trivia
1-point Mental Quality
The character is a veritable fountain of information that is largely useless in practical terms. To recall Trivia that is actually useful to a situation at hand, the character must make an Intelligence Test, with the difficulty determined by the Chronicler and the details of the situation. On the other hand, the Chronicler may simply decide that the character occasionally recalls something applicable.
Two Left Feet
2-point Physical Drawback
The character can fall down while standing still. -4 on all rolls to remain standing or not fall over. -1 on all Athletics, Acrobatics, Dancing and Running Tasks.
Uncanny Balance
2-Point Physical Quality
This character has a very good center of balance, allowing him to balance well on precarious surfaces. The Quality grants a +2 bonus to all rolls where balance might come into play, including tightrope walking and sliding along a ledge.
Supernatural Qualities & Drawbacks
Faerie
10-point Supernatural Quality
A Faerie is one of the elder races that once lived amongst humanity. There are many different types of Faeries, each with their own appearance and powers. This quality represents all of the "lesser" Faeries. Some of these beings have dwelt all their lives in the Otherworlds, and have little experience with our world. Others have lived among humans for decades if not centuries, and are as sophisticated as the most devious Qliphonim. Faeries gain Language (Fae) 5 as well as their normal native language (if they were raised in a human culture), at no extra cost.
Faerie-Touched
7-point Supernatural Quality
Humans with mixed blood or long-term exposure to faerie magic possess this Quality. Their father or mother was of the Good Folk, or mayhap he spent time in the faerie lands, either as a guest of the Seelie Court or a captive of the Unseelie Court. This Quality must be purchased at character creation, and grants several special features to characters. First, all Faerie-Touched are considered Gifted and do not need to purchase the Gift Quality (when creating a Gifted character, Faerie Quality may be purchased instead of the Gift and satisfies that requirement.) Faerie-Touched may purchase Invocations and the Sight but other metaphysics are beyond them. In addition, all Faerie Touched possess the following qualities:
* Regeneration at the rate of one Life Point per Constitution level per hour.
* Long-Lived. Faerie-Touched age at a slower rate than normal humans, living approximately twice as long, and looking youthful for much of their lives.
* Faerie-Touched may purchase one Special Faerie Power at normal cost, and a second Special Faerie Power at two times the normal cost. Further Faerie Powers may not be purchased.
Familiar
Variable Supernatural Quality
A familiar is a spirit entity that works side by side with a character. It may be little better than a slave, forced into service through magic or other power, or it may be a free agent who helps because it wants to. Familiars can be very useful, working as agents, assistants or bodyguards. On the other hand, they can be dangerous, especially when the creature in question is being held against its will or is a malicious being who delights in tormenting others.
In game terms, the value of a Familiar depends on its power and reliability. The base cost of a Familiar is equal to the sum of its Primary Attributes, divided by 6 (rounded down), plus the sum of its Vital and Energy Essence, divided by 20 (rounded down). So, an Elemental with all six Attributes at level 4 (24 levels), and a Vital Essence of 40 and an Energy Essence of 40 (80 Essence total) would have a base cost of 8 points (24 divided by 6, plus 80 divided by 20). The creature also has all the normal abilities of a being of its class. Special powers add 2 extra points each to the base cost (this may be increased to 3-4 points for very powerful abilities at the Chronicler’s discretion).
Relationship with Familiar
The cost of the Familiar is modified by the type of relationship it has with the character.
â—† Compelled: The Familiar is bound through magic, the will of a more powerful Spirit Patron, or some other supernatural means. The being follows orders to the letter, but resents its "owner" and is likely to try to bring about his downfall in any way it can. Compelled Familiars resist any command from its master at a -2 penalty. Having a Compelled Familiar costs 2 points, cumulative with all other costs.
◆ Pact: Pact Familiars enter into an agreement willingly. This is usually the case when the spirit and the character share a common goal or interest. Pact Familiars are more like friends or allies than servants. They expect to be treated as partners or equals, and will be offended if ordered around. As long as the relationship between the two is cordial, however, the spirit works willingly and even devoutly for the character’s interests. Pact Familiars resist control attempts with a -3 penalty; this represents the willingness of the spirit to take risks or even demean itself for its friend. If the relationship has become strained, however, control attempts are resisted with a +2 bonus! Having a Pact Familiar costs 2 points, cumulative with all other costs.
â—† Free: The Familiar serves of its own free will, and can come and go as it pleases. It cannot be controlled; the character must plead, bribe or otherwise convince the spirit to do anything. Generally, however, a Free Familiar is there because it likes or sympathizes with the character, so it generally goes along. Free Familiars cannot be controlled normally. Having a Free Familiar has a negative value of -5; this is applied to the cost of the Familiar, but cannot reduce its value below 2 points.
Controlling the Familiar
Most of the time, Familiars subject to control follow orders without problems. When ordered into danger, or forced to perform a task that goes against its morals or beliefs, the character may have to force a Familiar through an act of Will. This is treated as a Resisted Test, pitting a Simple Willpower Test by the character against a Difficult Willpower Test for the Familiar. This is modified by the relationship type of Familiar (see above), as well as by the following.
â—† Lengthy and Tedious Task: The Familiar gains a +1 bonus to resist.
â—† Dangerous Task: This is anything that has a large risk of severe injury or worse. The Familiar gains a +2 bonus to resist.
â—† Repulsive Task: These tasks include any chore that the spirit is naturally loath to perform. This is resisted with a +1 to +6 bonus, depending on the circumstances. Ordering an animal spirit to destroy a baby animal of its client species, for example, would be resisted with a +6 bonus.
◆ Suicidal Task: A Task that almost certainly results in the spirit’s destruction. The Familiar resists such commands with a +5 bonus.
If the character fails to control the spirit, he must try to regain control as soon as possible, or the link to the Familiar is lost. This requires either a second Resisted Test with the same modifiers as before, or the use of a specific power, like the Spirit Mastery Invocation or Mindrule. If that second attempt fails, the spirit is free to do as it pleases -- flee to its native plane, attack its former master, or something else altogether. The points spent on the Familiar are normally lost. At the Chronicler’s discretion, up to half the amount may be used to acquire a new Familiar.
Feral
Variable Supernatural Quality or Drawback
Ferals are humans whose souls have become intertwined with an animal spirit. These dual beings have many strange abilities, including the power to shift into a bestial, fluid form.
Most Feral Cast Members are creatures who have managed to exert some measure of control over their transformation. In that case, they must pay for it as a Quality; costs for different sub-species of Ferals can be found below. Players who wish to be Ferals must choose the Lesser Supernatural character type, and then purchase this Quality. The Feral Quality grants certain powers and abilities that are included in the cost of the Quality, as well as access to certain others that must be purchased separately. Further information on Ferals is included on below.
Characters who are incapable of controlling themselves when transformed are Accursed Ferals; this is a Drawback with a value equal to 1/3 of the regular "cost" of the Feral form (rounded up). All Accursed Ferals have the Moon Slave Vulnerability, but gain no points from it. Furthermore, when transformed, Accursed Ferals are under the control of the Chronicler. In fact, the character has only fragmentary memories of what happens while in his bestial form, and is quite capable of attacking his friends and loved ones. No Feral powers or bonuses are accessible to the character. In short, it is a real curse, with no redeeming qualities, and which should be rid of as soon as humanly possible (which may turn out to be impossible, of course).
An Accursed Feral may be able to learn to control its urges if he finds a willing teacher and is prepared to spend a long time battling his inner demons. In game terms, this is costly both in time and experience points. First, the Drawback must be bought off, and then the value of the Feral Quality must be purchased with experience points (this can be done in "installments" over the course of a game, of course). If the character was Gifted or Lesser Gifted, and lost his powers as a result of the transformation, the Chronicler may let the player use the points originally spent on those powers to buy the Feral Quality. This process takes a minimum of 1 week for every level of the Drawback, and requires the character to spend no less than two hours a day undergoing meditation or mystical treatment. Missing a day means the process must start over.
Relentless Dead
15-point Supernatural Quality
The Relentless once were human beings, but they died in some gruesome or shocking manner, often after witnessing the deaths of loved ones. They are consumed by fury -- it is what powers their unliving existence. Players who wish to play Relentless Dead must choose the Undead Character Type, and then purchase this Quality. The Relentless Dead Quality conveys certain Powers and Vulnerabilities that are included in the cost of the Quality, and grants access to others that must be purchased separately.
Sidhe
17-point Supernatural Quality
The Sidhe are the nobility amongst faeriekind. They are tall, lithe, and inhumanly beautiful. Most have long, flowing blonde or red hair; some have even been seen with white tresses. The Sidhe seems to be natural and supernatural at the same time, a being of perfection. They are also supremely arrogant, believing that they stand above all others, human and faerie alike. Even so, the simplest of technologies baffle and confuse them. Even the crossbow is decades ahead of their understanding and most never pick up a firearm, let alone arm themselves with one. A Sidhe in human society must contend with scores of admirers. Many adopt human, or "dull," guises for themselves using Seemings.
Skin-Changer
Variable Supernatural Quality
Prerequisite: Spirit Mastery (Type) 4+, Warding 1+
Skin-Changers are sorcerers who simulate Feral powers by magically linking themselves to a spirit. Unlike the Feral curse, this process is fully voluntary and under the control of the magician.
Skin-Changers have certain advantages over "normal" Ferals, and vice-versa. They are not subject to spontaneous transformation, and they are fully in control over their bestial shape. On the other hand, they require the specially treated fur of the animal in question, so the magician cannot transform quickly or without forethought. Finally, none of the Ferals’ special powers can be acquired.
The cost of being a Skin-Changer is equal to the cost of being a Feral of the same species. The needed prerequisites must be paid for separately. While in bestial form, the character may not use Invocations, although previously performed Invocations will remain in effect.
True Dreamer
3-point Supernatural Quality
True Dreamers have richer dreams then most. This character gets more out of his nightly rest and regains two points of Endurance per Constitution for every half hour of sleep (twice as much as normal). He also has a +3 bonus to Lucid Dreaming and all Tasks he performs in the Dream Realms, like Visualizations. Some characters who seem somewhat inadequate in the Waking World become heroes in the Realms of Hod (the Land of Dreams).
Because True Dreamers have stronger souls than normal, they receive +6 to their Essence Pool. Also, the Gift is not a prerequisite for the True Dreamer Quality, so a character who can perform amazing feats while dreaming can remain perfectly mundane in the Waking World.
Vampyre
15-point Supernatural Quality
Vampyres are undead parasites living off the life forces of their victims. Whether they revel in their depredations, or attempt to minimize the harm they do, Vampyres survive by taking the Essence of others. Players who wish to play Vampyres must choose the Undead Character Type, and then purchase this Quality. The Vampyre Quality conveys certain powers and vulnerabilities that are included in the cost of the Quality, and grants access to certain others that must be purchased separately.
Adrenaline Junky
2-point Drawback
Much more dangerous than an individual who just has the Reckless Drawback. The character is constantly drawn to situations wherein the risk of death or injury is a distinct possibility. The problem is that a character with this drawback enjoys the rush of endorphins. A Difficult Willpower test is required for the character to sit in out and not do anything scary, thrilling or foolish. If more than one week goes by without this endorphin rush, the character begins to suffer the effects of the Emotional Problems (Depression) Drawback.
Ambidextrous
2-point Physical Quality
Ambidextrous characters can use either hand with equal proficiency, and suffer no off-hand penalty with a weapon. This gives them a natural advantage in combat situations.
Amnesia
2- or 6-point Mental Drawback
The character has lost part or all of his memory. As a two-point Drawback, he still remembers who he is, but a good portion, perhaps several years’ worth, of his memories are missing. What happened during the forgotten time period is up to the Chronicler, who may impose new Qualities and Drawbacks later as the character starts to discover the lost memories.
The six-point version is more serious. The individual does not remember anything about his past, including his name. Official records of his identity have been erased, destroyed, or are otherwise inaccessible. The old identity may exist somewhere and he runs the risk of being recognized at some time or place, but worst of all, the character has no idea what he can or cannot do. The Chronicler generates the character’s skills, background, and contacts — everything. This places the character in the unique and possibly dangerous position of having every action, reaction, encounter, and conversation become a learning process.
Animal Animosity/Empathy
2-point Social Quality or Drawback
The character’s presence has a strange affect on animals. As a Drawback, the character spooks all animals nearby. The animals are openly hostile and either run or attack if the Cast Member comes too close. Normally tame house pets hiss or bark, wild animals attack immediately, and herds generally stampede at the sight of him. This can be due to body language, scent, or other reasons.
At the opposite end of the spectrum, Animal Empathy means that animals never harm or attack the character, even if they have been specifically trained or bred to be hostile (providing he does not harm them). Both wild and domestic animals are calm and quiet in his presence.
This Quality/Drawback may provide a penalty or bonus to any Riding or Animal Handling Task at the Chronicler’s discretion.
Asthma
1- or 3-point Physical Drawback
Prerequisite: Humans only.
During periods of physical exertion or when subjected to high levels of allergens such as pollen, dust, and mold, the character will experience difficulty breathing. This temporarily lowers Endurance Points by half and reduces Speed to 1/4 normal. If treated by medication (albuterol, pseudephedrine, steroids, etc.), this Drawback is worth 1 point.
Cloistered
3- or 5-point Mental Quality
The character has lived a sheltered life, concentrating on a few favored subjects to the exclusion of more useful things. Protected from the harsh realities of life, this individual trades everyday common knowledge for specialization. Examples of people with this Quality include clergymen who’ve spent their entire lives living in an isolated monastery, absent-minded college professors who know everything there is to know about their academic field but can’t operate basic electronics, or nerds who can build a computer from scratch but can’t carry on a simple conversation.
At the time of character creation, the player may choose a number of skills equal to either his Intelligence or Perception (whichever is higher). He may lower each of these skills by an amount up to the cost of this Quality. The character may go into negative values in this way. Use these new points to purchase levels in any other skills (typically academic or technical skills). Normal skill-purchasing rules apply to these points, as dictated in the Armageddon corebook. Note that these negative levels count as "unskilled" and combine with normal unskilled attempt penalties.
Dependent
2- or 3-point Social Drawback
The agent has a relative or someone who is close to him, creating a target for an enemy to exploit and a vulnerability the character will need to protect. A wife, child, elderly parent, or inquisitive journalist sister are good examples of a dependent. Increasing the number of dependents raises the value of the Drawback to three, no matter how many there are.
Disconcerting Countenance
1-Point Social Quality
Whether it's the cold, calculating stare of a killer or the stance of the hero as he looks at someone from under his hat, this character seems to inspire fear with just his very countenance. Sometimes this countenance can rattle opponents, causing them to miss at crucial moments or even run away from the character. The character makes a Difficult Willpower Test and determines the success levels of the roll. Each Success Level is a -1 to an immediate Fear Test that the object of this character's ire must make. Failure means the target reacts in whatever way the Fear chart or the Chronicler feels appropriate. Those with Nerves of Steel are not affected by this Quality.
Double-Jointed
2-Point Physical Quality
This does not mean that the character has more than the usual number of joints, but that he can actually rotate or pop joints out of place. This ability can assist the character in wriggling free of bonds or other restraints. The character has a +3 bonus to any attempt to get loose from restraints or to squeeze through narrow areas.
Emotionless
2- or 3-point Mental Drawback
Those with this drawback go far beyond the inability to laugh at life. They utterly lack the ability to express any emotion whatsoever. At the lower level, such characters are not incapable of feeling emotion, but they cannot open up enough to express it (though acting on impulse or "from the heart" is not verboten to such Cast Members; they will just attempt to rationalize such acts afterward). Such characters suffer a -1 penalty to social situations. In more acute cases, however, feeling may be impossible as well. Emotionless characters at the three-point level view the world in a cold, analytical, and completely logical fashion, which can lead to harsh, dangerous, and sometimes brutal decisions. These characters suffer a –2 to social situations in which emotions or an understanding of human nature are important. If you have either level of this Drawback, you cannot also take Humorless.
Good Judge of Character
2-point Social Quality
Your character can read people like an open book. +2 on all rolls involving determining what another person wants, needs, expects, feels, thinks, whether they are trustworthy, etc.
Green Thumb
1-point Physical Quality
The character is exceptionally adept at tending plants and plant life. In any instance where the character must make a Task roll to the influence the growth or health or plants or crops, the player may make the Task roll twice, and choose which result to apply.
Influence
3 points/level Social Quality
Prerequisite: 2 or more levels of Wealth and Status, in any combination desired.
The character has powerful connections, and can make things happen. Maybe it’s money, maybe it’s fame, or maybe his family is wealthy and powerful, but however he does it, the normal rules do not apply to him. The character can make or break careers and get away with murder (at the higher levels, literally). Powerful people return his calls; he may be able to get through to heads of state, and they will listen, although they may not agree with him.
Either high Wealth or Status, or a combination of the two, is necessary to garner significant levels of Influence. An Influence level can never exceed one half of a character’s combined Wealth and Status. So, to get Influence 5, a minimum of 10 Status levels, or 6 Wealth and 4 Status levels, or any similar combination is needed.
The "Home Ground" Advantage: People with Influence tend to have more weight in their "local" turf: their home state, or the city they dwell in. In those areas, their Influence is considered to be one level higher than purchased.
◆ Level One: Most of the influence is localized: a city, town or county. Everywhere, though, the character can throw his weight around and get results. He knows wealthy and powerful people; if he calls them, they won’t hang up, and will hear him out, albeit briefly. Examples: medium-sized city mayor, major functionary of a state or province, or a movie star.
â—† Level Two: The character can fix most legal troubles -- up to minor felonies -- with a few phone calls and by greasing a few palms (this assumes nothing too overt, however). He can call for a press conference, and will get it. When he calls other important people, they listen; only those with 4 levels of Influence or higher feel free to ignore his calls. The character can make or break careers in his area of influence. Examples: governor of a small state, mayor of a large city, A-list movie star or moviemaker, CEO of a large corporation.
◆ Level Three: At this level, the power broker stands in the center of a network of favors and obligations like a royal spider. He can literally get away with murder, if he isn’t too overt about doing it. Lesser crimes are routinely glossed over, although, as always, the character has to be careful not to get publicly caught, at least in most democratic countries. His influence extends over other powerful people, who exert their own Influence in his behalf, provided he remembers the favor and reciprocates at a later date. Examples: mayor of one of the top five U.S. cities, governor of a large state, member of Congress or Parliament, Fortune 500 CEO, the president or prime minister of a small country.
â—† Level Four: This worthy can make or break anyone; if his connections are right, he could have people killed, and get away with it with a minimum of circumspection. Almost nobody refuses to hear a call from him, and the only people who can touch him are other powerful people (Influence 3+). The character is not quite above the law, but fairly close. Examples: President of a First World nation, multibillionaire.
â—† Level Five: At this level, the master manipulator can exert influence on every level. Most people with this level of influence are not in the public eye, or, if they are, are not clearly identified as having it. The higher-ups of certain factions would have this level of power. Murder is trivially easy for people at this level; a convenient patsy can always be found, and no investigation even comes close to the real culprit.
Internal Compass
1-Point Mental Quality
The character always knows which way is north. Even while underground or in some massive complex the character can make a Simple Intelligence Test to determine which way is north, south, east, or west.
Light Sleeper
2-Point Physical Quality
The type of person who sleeps "with one eye open", this character can be awake at the slightest hint of trouble. He is instantly alert, able to perform actions as soon as he bolts upright. Light Sleeper negates any penalty for interrupted sleep. The Light Sleeper rolls Perception + Notice to recognize trouble in his surroundings. This roll is contested if the danger is stealthy or quiet.
Limited Dreamer
1-to 2-point Mental Drawback
This character does not have a fulfilling dream life. He must make a Simple Intelligence Test at –3 to even remember his dreams. Even if he does remember them, they are rather simple. Limited Dreamers never dream in color and their dream’s events closely resemble the dreamer’s real life. He is more likely to dream about taking a test or standing in line at the DMV than he is to dream about riding a red dragon over a green mountain valley. Limited Dreamers cannot become lucid during a dream, and never possess the Lucid Dreaming Skill.
If a Limited Dreamer walked through a Gateway into one of the Dream Realms, he would appear as an indistinct black and white version of himself. While in the Dream Realms, all his actions suffer a –3 penalty.
The two-point version of this Drawback is more severe. This Limited Dreamer never remembers his dreams and all his actions in the Dream Realms are at a –5 penalty. Characters with this level of Limited Dreamer often have the Humorless and Talentless Draw backs, as well.
This Drawback is available to characters without the Gift. In fact, it is most common among the Mundane population. Also note that the Limited Dreamer Draw back cancels out the True Dreamer Quality. A Cast Member may not have both.
Nose for Business
2-point Social Quality
The character has a keen business sense and is good at sniffing out opportunities for profit. +2 on all business and commerce-related Tasks, including Barter and Haggling.
Strong Stomach/Weak Stomach
2-point Physical Quality or Drawback
As a Quality, the character has a cast iron stomach and can tolerate spoiled or slightly poisonous food. This can be useful when he scavenges a can of beans slightly passed its "use by" date, or eats berries he’s not supposed to. Whenever the character eats food that is mildly toxic or slightly "off," he can make a Simple Constitution Test to resist the effects (instead of the Difficult Constitution Test other characters would be required to make). This Quality has no effect on actual poisons, such as cobra venom or strychnine.
As a Drawback, the character has a delicate digestive system and can’t tolerate jalapeno pepper, much less spoiled or mildly toxic food. Whenever this person eats food that might be tainted or is outside his normal diet (such as bugs), he suffers a -3 penalty on a Difficult Constitution Test. Failure means his stomach rejects the "nourishment," often violently. As above, this has no effect on poisons.
Trivia
1-point Mental Quality
The character is a veritable fountain of information that is largely useless in practical terms. To recall Trivia that is actually useful to a situation at hand, the character must make an Intelligence Test, with the difficulty determined by the Chronicler and the details of the situation. On the other hand, the Chronicler may simply decide that the character occasionally recalls something applicable.
Two Left Feet
2-point Physical Drawback
The character can fall down while standing still. -4 on all rolls to remain standing or not fall over. -1 on all Athletics, Acrobatics, Dancing and Running Tasks.
Uncanny Balance
2-Point Physical Quality
This character has a very good center of balance, allowing him to balance well on precarious surfaces. The Quality grants a +2 bonus to all rolls where balance might come into play, including tightrope walking and sliding along a ledge.
Supernatural Qualities & Drawbacks
Faerie
10-point Supernatural Quality
A Faerie is one of the elder races that once lived amongst humanity. There are many different types of Faeries, each with their own appearance and powers. This quality represents all of the "lesser" Faeries. Some of these beings have dwelt all their lives in the Otherworlds, and have little experience with our world. Others have lived among humans for decades if not centuries, and are as sophisticated as the most devious Qliphonim. Faeries gain Language (Fae) 5 as well as their normal native language (if they were raised in a human culture), at no extra cost.
Faerie-Touched
7-point Supernatural Quality
Humans with mixed blood or long-term exposure to faerie magic possess this Quality. Their father or mother was of the Good Folk, or mayhap he spent time in the faerie lands, either as a guest of the Seelie Court or a captive of the Unseelie Court. This Quality must be purchased at character creation, and grants several special features to characters. First, all Faerie-Touched are considered Gifted and do not need to purchase the Gift Quality (when creating a Gifted character, Faerie Quality may be purchased instead of the Gift and satisfies that requirement.) Faerie-Touched may purchase Invocations and the Sight but other metaphysics are beyond them. In addition, all Faerie Touched possess the following qualities:
* Regeneration at the rate of one Life Point per Constitution level per hour.
* Long-Lived. Faerie-Touched age at a slower rate than normal humans, living approximately twice as long, and looking youthful for much of their lives.
* Faerie-Touched may purchase one Special Faerie Power at normal cost, and a second Special Faerie Power at two times the normal cost. Further Faerie Powers may not be purchased.
Familiar
Variable Supernatural Quality
A familiar is a spirit entity that works side by side with a character. It may be little better than a slave, forced into service through magic or other power, or it may be a free agent who helps because it wants to. Familiars can be very useful, working as agents, assistants or bodyguards. On the other hand, they can be dangerous, especially when the creature in question is being held against its will or is a malicious being who delights in tormenting others.
In game terms, the value of a Familiar depends on its power and reliability. The base cost of a Familiar is equal to the sum of its Primary Attributes, divided by 6 (rounded down), plus the sum of its Vital and Energy Essence, divided by 20 (rounded down). So, an Elemental with all six Attributes at level 4 (24 levels), and a Vital Essence of 40 and an Energy Essence of 40 (80 Essence total) would have a base cost of 8 points (24 divided by 6, plus 80 divided by 20). The creature also has all the normal abilities of a being of its class. Special powers add 2 extra points each to the base cost (this may be increased to 3-4 points for very powerful abilities at the Chronicler’s discretion).
Relationship with Familiar
The cost of the Familiar is modified by the type of relationship it has with the character.
â—† Compelled: The Familiar is bound through magic, the will of a more powerful Spirit Patron, or some other supernatural means. The being follows orders to the letter, but resents its "owner" and is likely to try to bring about his downfall in any way it can. Compelled Familiars resist any command from its master at a -2 penalty. Having a Compelled Familiar costs 2 points, cumulative with all other costs.
◆ Pact: Pact Familiars enter into an agreement willingly. This is usually the case when the spirit and the character share a common goal or interest. Pact Familiars are more like friends or allies than servants. They expect to be treated as partners or equals, and will be offended if ordered around. As long as the relationship between the two is cordial, however, the spirit works willingly and even devoutly for the character’s interests. Pact Familiars resist control attempts with a -3 penalty; this represents the willingness of the spirit to take risks or even demean itself for its friend. If the relationship has become strained, however, control attempts are resisted with a +2 bonus! Having a Pact Familiar costs 2 points, cumulative with all other costs.
â—† Free: The Familiar serves of its own free will, and can come and go as it pleases. It cannot be controlled; the character must plead, bribe or otherwise convince the spirit to do anything. Generally, however, a Free Familiar is there because it likes or sympathizes with the character, so it generally goes along. Free Familiars cannot be controlled normally. Having a Free Familiar has a negative value of -5; this is applied to the cost of the Familiar, but cannot reduce its value below 2 points.
Controlling the Familiar
Most of the time, Familiars subject to control follow orders without problems. When ordered into danger, or forced to perform a task that goes against its morals or beliefs, the character may have to force a Familiar through an act of Will. This is treated as a Resisted Test, pitting a Simple Willpower Test by the character against a Difficult Willpower Test for the Familiar. This is modified by the relationship type of Familiar (see above), as well as by the following.
â—† Lengthy and Tedious Task: The Familiar gains a +1 bonus to resist.
â—† Dangerous Task: This is anything that has a large risk of severe injury or worse. The Familiar gains a +2 bonus to resist.
â—† Repulsive Task: These tasks include any chore that the spirit is naturally loath to perform. This is resisted with a +1 to +6 bonus, depending on the circumstances. Ordering an animal spirit to destroy a baby animal of its client species, for example, would be resisted with a +6 bonus.
◆ Suicidal Task: A Task that almost certainly results in the spirit’s destruction. The Familiar resists such commands with a +5 bonus.
If the character fails to control the spirit, he must try to regain control as soon as possible, or the link to the Familiar is lost. This requires either a second Resisted Test with the same modifiers as before, or the use of a specific power, like the Spirit Mastery Invocation or Mindrule. If that second attempt fails, the spirit is free to do as it pleases -- flee to its native plane, attack its former master, or something else altogether. The points spent on the Familiar are normally lost. At the Chronicler’s discretion, up to half the amount may be used to acquire a new Familiar.
Feral
Variable Supernatural Quality or Drawback
Ferals are humans whose souls have become intertwined with an animal spirit. These dual beings have many strange abilities, including the power to shift into a bestial, fluid form.
Most Feral Cast Members are creatures who have managed to exert some measure of control over their transformation. In that case, they must pay for it as a Quality; costs for different sub-species of Ferals can be found below. Players who wish to be Ferals must choose the Lesser Supernatural character type, and then purchase this Quality. The Feral Quality grants certain powers and abilities that are included in the cost of the Quality, as well as access to certain others that must be purchased separately. Further information on Ferals is included on below.
Characters who are incapable of controlling themselves when transformed are Accursed Ferals; this is a Drawback with a value equal to 1/3 of the regular "cost" of the Feral form (rounded up). All Accursed Ferals have the Moon Slave Vulnerability, but gain no points from it. Furthermore, when transformed, Accursed Ferals are under the control of the Chronicler. In fact, the character has only fragmentary memories of what happens while in his bestial form, and is quite capable of attacking his friends and loved ones. No Feral powers or bonuses are accessible to the character. In short, it is a real curse, with no redeeming qualities, and which should be rid of as soon as humanly possible (which may turn out to be impossible, of course).
An Accursed Feral may be able to learn to control its urges if he finds a willing teacher and is prepared to spend a long time battling his inner demons. In game terms, this is costly both in time and experience points. First, the Drawback must be bought off, and then the value of the Feral Quality must be purchased with experience points (this can be done in "installments" over the course of a game, of course). If the character was Gifted or Lesser Gifted, and lost his powers as a result of the transformation, the Chronicler may let the player use the points originally spent on those powers to buy the Feral Quality. This process takes a minimum of 1 week for every level of the Drawback, and requires the character to spend no less than two hours a day undergoing meditation or mystical treatment. Missing a day means the process must start over.
Relentless Dead
15-point Supernatural Quality
The Relentless once were human beings, but they died in some gruesome or shocking manner, often after witnessing the deaths of loved ones. They are consumed by fury -- it is what powers their unliving existence. Players who wish to play Relentless Dead must choose the Undead Character Type, and then purchase this Quality. The Relentless Dead Quality conveys certain Powers and Vulnerabilities that are included in the cost of the Quality, and grants access to others that must be purchased separately.
Sidhe
17-point Supernatural Quality
The Sidhe are the nobility amongst faeriekind. They are tall, lithe, and inhumanly beautiful. Most have long, flowing blonde or red hair; some have even been seen with white tresses. The Sidhe seems to be natural and supernatural at the same time, a being of perfection. They are also supremely arrogant, believing that they stand above all others, human and faerie alike. Even so, the simplest of technologies baffle and confuse them. Even the crossbow is decades ahead of their understanding and most never pick up a firearm, let alone arm themselves with one. A Sidhe in human society must contend with scores of admirers. Many adopt human, or "dull," guises for themselves using Seemings.
Skin-Changer
Variable Supernatural Quality
Prerequisite: Spirit Mastery (Type) 4+, Warding 1+
Skin-Changers are sorcerers who simulate Feral powers by magically linking themselves to a spirit. Unlike the Feral curse, this process is fully voluntary and under the control of the magician.
Skin-Changers have certain advantages over "normal" Ferals, and vice-versa. They are not subject to spontaneous transformation, and they are fully in control over their bestial shape. On the other hand, they require the specially treated fur of the animal in question, so the magician cannot transform quickly or without forethought. Finally, none of the Ferals’ special powers can be acquired.
The cost of being a Skin-Changer is equal to the cost of being a Feral of the same species. The needed prerequisites must be paid for separately. While in bestial form, the character may not use Invocations, although previously performed Invocations will remain in effect.
True Dreamer
3-point Supernatural Quality
True Dreamers have richer dreams then most. This character gets more out of his nightly rest and regains two points of Endurance per Constitution for every half hour of sleep (twice as much as normal). He also has a +3 bonus to Lucid Dreaming and all Tasks he performs in the Dream Realms, like Visualizations. Some characters who seem somewhat inadequate in the Waking World become heroes in the Realms of Hod (the Land of Dreams).
Because True Dreamers have stronger souls than normal, they receive +6 to their Essence Pool. Also, the Gift is not a prerequisite for the True Dreamer Quality, so a character who can perform amazing feats while dreaming can remain perfectly mundane in the Waking World.
Vampyre
15-point Supernatural Quality
Vampyres are undead parasites living off the life forces of their victims. Whether they revel in their depredations, or attempt to minimize the harm they do, Vampyres survive by taking the Essence of others. Players who wish to play Vampyres must choose the Undead Character Type, and then purchase this Quality. The Vampyre Quality conveys certain powers and vulnerabilities that are included in the cost of the Quality, and grants access to certain others that must be purchased separately.